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  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    13th Age Archmage Engine System Reference Document for 13th Age

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    Table of Contents Table of Contents .......................................................................................... 3

    Legal ......................................................................................................... 6

    Product Identity .......................................................................................... 6

    Open Content ............................................................................................ 6

    Open Game License ..................................................................................... 6

    13th Age Archmage Engine .............................................................................. 8

    Revision History .......................................................................................... 8

    Icons ......................................................................................................... 11

    Character Rules ............................................................................................ 11

    Race ...................................................................................................... 11

    Class ...................................................................................................... 11

    Abilities .................................................................................................. 11

    Combat Stats ............................................................................................ 12

    One Unique Thing ....................................................................................... 13

    Icon Relationships ...................................................................................... 13

    Backgrounds & Skill Checks ........................................................................... 16

    Feats ...................................................................................................... 17

    Gear ...................................................................................................... 19

    Races ........................................................................................................ 26

    Human .................................................................................................... 27

    Dwarf ..................................................................................................... 27

    Dark Elf ................................................................................................... 27

    High Elf ................................................................................................... 28

    Wood Elf ................................................................................................. 28

    Gnome .................................................................................................... 28

    Half-elf ................................................................................................... 29

    Halfling ................................................................................................... 29

    Half-orc .................................................................................................. 29

    Dragonic/Dragonspawn ................................................................................ 30

    Holy One/Aasimar ...................................................................................... 30

    Forgeborn/Dwarf-forged ............................................................................... 30

    Tiefling/Demontouched................................................................................ 30

    Classes ...................................................................................................... 31

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    Class Basics .............................................................................................. 31

    Barbarian ................................................................................................. 32

    Bard ....................................................................................................... 39

    Chaos Mage .............................................................................................. 57

    Cleric ..................................................................................................... 82

    Commander .............................................................................................. 97

    Druid .....................................................................................................114

    Fighter ...................................................................................................165

    Monk .....................................................................................................176

    Necromancer ...........................................................................................199

    Occultist ................................................................................................228

    Paladin ..................................................................................................246

    Ranger ...................................................................................................252

    Rogue ....................................................................................................264

    Sorcerer .................................................................................................277

    Wizard ...................................................................................................295

    Multiclassing...............................................................................................319

    Multiclassing Basics ....................................................................................319

    Key Ability Modifier ...................................................................................322

    Barbarian Multiclass ...................................................................................323

    Bard Multiclass .........................................................................................324

    Chaos Mage Multiclass .................................................................................324

    Cleric Multiclass ........................................................................................325

    Commander Multiclass ................................................................................325

    Druid Multiclass ........................................................................................325

    Fighter Multiclass ......................................................................................325

    Monk Multiclass ........................................................................................326

    Necromancer Multiclass ...............................................................................326

    Occultist Multiclass ....................................................................................326

    Paladin Multiclass ......................................................................................326

    Ranger Multiclass ......................................................................................326

    Rogue Multiclass .......................................................................................327

    Sorcerer Multiclass ....................................................................................327

    Wizard Multiclass ......................................................................................327

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    Combat Rules .............................................................................................328

    Combat Stats ...........................................................................................328

    Combat Sequence ......................................................................................329

    Combat Actions ........................................................................................331

    Special Actions .........................................................................................334

    Attacks ..................................................................................................335

    Damage and Healing ...................................................................................336

    Death and Dying .......................................................................................337

    Rest and Recharge .....................................................................................338

    Combat Modifiers ......................................................................................338

    Special Attacks and Effects ..........................................................................339

    Running the Game ........................................................................................341

    Using Icon Relationships ..............................................................................341

    Environments ...........................................................................................342

    Building Battles ........................................................................................344

    Full Heal-ups ...........................................................................................345

    Leveling Up .............................................................................................346

    Loot: Treasure Rewards ...............................................................................347

    Rituals ...................................................................................................348

    Monsters ...................................................................................................349

    Monster Rules ..........................................................................................349

    Monster List .............................................................................................352

    Monster Key ............................................................................................366

    Monster Reference .....................................................................................368

    Monster Creation .......................................................................................673

    Underkrakens ...........................................................................................677

    Magic Items ................................................................................................677

    One-Use Items ..........................................................................................677

    True Magic Items .......................................................................................680

    Chakras ..................................................................................................680

    Magic Item Basics ......................................................................................681

    Artifacts .................................................................................................682

    Magic Item Descriptions...............................................................................683

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    Legal The 13th Age Archmage Engine describes the rules of 13th Age, the 13th Age Bestiary, and 13

    True Ways that you may incorporate, wholly or in part, into a derivative work.

    In short, well describe the rules and mechanics that we use for 13th Age (Open Content),

    then you can adopt the ones you like and leave the ones you dont. Just dont use any

    intellectual property that is not specifically part of the 13th Age Archmage Engine (Product

    Identity).

    Product Identity The following items are hereby identified as Product Identity, as defined in the Open Game

    License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks,

    proper names (characters, icons, etc.), dialogue, plots, storylines, locations, characters,

    artworks, and trade dress. (Elements that have previously been designated as Open Game

    Content are not included in this declaration.)

    Open Content Except for material designated as Product Identity (see above), the game mechanics of this

    Fire Opal Media game product are Open Game Content, as defined in the Open Game License

    version 1.0a Section 1(d). No portion of this work other than the material designated as Open

    Game Content may be reproduced in any form without written permission.

    Open Game License OPEN GAME LICENSE Version 1.0a

    The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards

    of the Coast, Inc. ("Wizards"). All Rights Reserved.

    1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have

    contributed Open Game Content; (b)"Derivative Material" means copyrighted material

    including derivative works and translations (including into other computer languages),

    potation, modification, correction, addition, extension, upgrade, improvement,

    compilation, abridgment or other form in which an existing work may be recast,

    transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,

    broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content"

    means the game mechanic and includes the methods, procedures, processes and

    routines to the extent such content does not embody the Product Identity and is an

    enhancement over the prior art and any additional content clearly identified as Open

    Game Content by the Contributor, and means any work covered by this License,

    including translations and derivative works under copyright law, but specifically

    excludes Product Identity. (e) "Product Identity" means product and product line

    names, logos and identifying marks including trade dress; artifacts; creatures

    characters; stories, storylines, plots, thematic elements, dialogue, incidents,

    language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,

    themes and graphic, photographic and other visual or audio representations; names

    and descriptions of characters, spells, enchantments, personalities, teams, personas,

    likenesses and special abilities; places, locations, environments, creatures,

    equipment, magical or supernatural abilities or effects, logos, symbols, or graphic

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    designs; and any other trademark or registered trademark clearly identified as Product

    identity by the owner of the Product Identity, and which specifically excludes the

    Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto,

    designs that are used by a Contributor to identify itself or its products or the

    associated products contributed to the Open Game License by the Contributor (g)

    "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate

    and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your"

    means the licensee in terms of this agreement.

    2. The License: This License applies to any Open Game Content that contains a notice

    indicating that the Open Game Content may only be Used under and in terms of this

    License. You must affix such a notice to any Open Game Content that you Use. No

    terms may be added to or subtracted from this License except as described by the

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    distributed using this License.

    3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance

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    4. Grant and Consideration: In consideration for agreeing to use this License, the

    Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license

    with the exact terms of this License to Use, the Open Game Content.

    5. Representation of Authority to Contribute: If You are contributing original material as

    Open Game Content, You represent that Your Contributions are Your original creation

    and/or You have sufficient rights to grant the rights conveyed by this License.

    6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this

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    7. Use of Product Identity: You agree not to Use any Product Identity, including as an

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    Agreement with the owner of each element of that Product Identity. You agree not to

    indicate compatibility or co-adaptability with any Trademark or Registered Trademark

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    Registered Trademark. The use of any Product Identity in Open Game Content does

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    8. Identification: If you distribute Open Game Content You must clearly indicate which

    portions of the work that you are distributing are Open Game Content.

    9. Updating the License: Wizards or its designated Agents may publish updated versions

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    10. Copy of this License: You MUST include a copy of this License with every copy of the

    Open Game Content You Distribute.

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    11. Use of Contributor Credits: You may not market or advertise the Open Game Content

    using the name of any Contributor unless You have written permission from the

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    12. Inability to Comply: If it is impossible for You to comply with any of the terms of this

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    order, or governmental regulation then You may not Use any Open Game Material so

    affected.

    13. Termination: This License will terminate automatically if You fail to comply with all

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    14. Reformation: If any provision of this License is held to be unenforceable, such

    provision shall be reformed only to the extent necessary to make it enforceable.

    15. COPYRIGHT NOTICE

    Open Game License v 1.0a. Copyright 2000, Wizards of the Coast, Inc.

    System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors:

    Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and

    Dave Arneson.

    13th Age. Copyright 2013, Fire Opal Media; Authors: Rob Heinsoo, Jonathan Tweet,

    based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

    13th Age Bestiary. Copyright 2014, Fire Opal Media and Pelgrane Press Ltd; Authors:

    Ryven Cedyrlle, Rob Heinsoo, Kenneth Hite, Kevin Kulp, ASH LAW, Cal Moore, Steve

    Townshend, Rob Watkins, Rob Wieland.

    13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors: Rob Heinsoo, Jonathan

    Tweet, Robin D. Laws.

    Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason

    Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

    Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: Davis Chenault, Mac

    Golden.

    13th Age Archmage Engine. Copyright 2013-2016, Fire Opal Media. Author: Chad Dylan

    Long, based on material by Jonathan Tweet, Rob Heinsoo, Ryven Cedyrlle, Kenneth

    Hite, Kevin Kulp, ASH LAW, Cal Moore, Steve Townshend, Rob Watkins, and Rob

    Wieland.

    13th Age Archmage Engine Copyright 2013-2016, Fire Opal Media. Author: Chad Dylan Long, based on material by

    Jonathan Tweet, Rob Heinsoo, Ryven Cedyrlle, Kenneth Hite, Kevin Kulp, ASH LAW, Robin D.

    Laws, Cal Moore, and Steve Townshend. Edited by Cal Moore and Simon Rogers. Cover art by

    Cougar George.

    Revision History

    3.0

    Additions:

    13 True Ways monsters

    13 True Ways classes

    13 True Ways multiclassing

    13 True Ways magic items

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    Artifacts (magic items)

    Targeting clarification

    Monster level-up guidelines, and stat adjustments for monster creation

    Underkraken short intro

    Intellect Assassin

    Changes:

    Monster List: added 13 True Ways monsters

    Feat Lists: added feat tables for 13 True Ways characters

    Ranger Animal Companion rules

    Level Progression tables of the core classes now have (M) designations

    Useful Magic Items by Class table includes 13 True Ways classes

    Minor changes to sorting of Wands (Magic Items)

    Fixed category for Dire Bear, Hellhound, Ochre Jelly (Monster Reference)

    Fixed capitalization for Couatls (Monster Reference)

    Fixed sizes for Bulette, Jotun Auroch, Volcano Dragon, Elder Swaysong Naga, Elder

    Sparkscale Naga, Skull of the Beast, Elder Manafang Naga (Monster Reference)

    Fixed names for Fungaloid Creeper, Lammasu Warrior, Remorhaz entries (Monster

    Reference)

    Fixed role for Winter Beast (Monster Reference)

    Monster List updates

    o poddling -> podling

    o ghoul: humanoid -> undead

    o slime skull -> slime-skull

    o kobold dog rider -> kobold dog-rider

    o hell hound -> hellhound

    o woven -> the woven

    o flaming skull: small > normal

    o hydra, 5 heads -> hydra, five-headed

    o hydra, 7 heads -> hydra, seven-headed

    o warp beast -> warped beast

    o intellect assassin: spoiler -> blocker

    o vrock -> vrock (vulture demon)

    o giant vrock -> giant vrock (vulture demon)

    o spider mount: large -> normal

    o sahuagin mutant: 2x -> large

    o hezrou -> hezrou (toad demon)

    o bronze golem: wrecker -> blocker

    o phase spider: wrecker -> spoiler

    o stone golem: ooze -> construct

    o glabrezou -> glabrezou (pincer demon)

    o purple larvae -> purple larva

    o marble golem: 8 -> 9

    o great fang cadre (orc) -> great fang cadre

    o spawn of the master (vampire) -> spawn of the master

    o marilith -> marilith (serpent demon)

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    o balor -> balor (flame demon)

    Minor formatting to feat tables (remove bold A C E).

    Removals:

    Feat List

    2.0 Additions:

    Bestiary monsters and abilities

    Type column to Monster List

    Chuulish symbiotic items

    Shadow Dragon cursed items

    Handsome cover image

    Changes:

    Moved creature-specific abilities to those creature headings.

    Removed a reference to 13th Age core book layout.

    Reordered some creatures.

    Changed some instances x2 to 2x.

    Zombie Shuffler entry now has correct type listed.

    Modified legal text for consistency with other media.

    1.1 Additions:

    Newly-Risen Ghoul added to Monster Reference.

    Stats for Zombie Shuffler added.

    Attack for Decrepit Skeleton added.

    Added Domain: Knowledge/Lore to Cleric talents.

    Revision History section added.

    Version number and reference to 13th Age Archmage Engine added to the footer.

    Changes:

    Moved Invocation of Justice/Vengeance back underneath the Domain:

    Justice/Vengeance heading (and above the feats).

    1.0 Initial release.

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    Icons The 13th Age Archmage Engine supports the concept of icons. An icon is a powerful NPC (non-

    playable character) that has a strong influence on the world outside of your campaign, yet

    may indeed aid or oppose your character over the course of your campaign, depending on the

    relationship your character has with the icon.

    Icons have their own story, alignment, and personality. The general knowledge and history

    about them may vary in depth and accuracy; they may be well-known or mysterious. They

    have their own relationships with other icons, too, which may be friendly, tolerable, or

    acrimonious.

    Your character may have relationships with certain icons. This relationship, if it exists, can be

    positive, conflicted, or negative. See Icon Relationships.

    Character Rules These rules are for the character you create, your PC (playable character).

    Race Every character has a race (see Races). Pick one for your character. If you want to make a

    non-standard race for your character, the rules wont hinder you. The system is designed to

    be flexible enough to allow for improvisation.

    Each race provides a +2 bonus to one of your ability scores.

    Class Every character has a class (see Classes). Pick one of these too.

    Each class provides a +2 bonus to one of your ability scores.

    Abilities Your character can be assigned ability scores in various ways. Here are two ways.

    Roll em

    Roll 4d6 for each of the six ability scores (Strength, Constitution, Dexterity, Intelligence,

    Wisdom, and Charisma). Drop the low die in each roll. Put the scores into any order to best fit

    the character you want to play.

    Point Buy You get 28 points to buy your abilities using the chart below.

    Ability Cost

    18 16

    17 13

    16 10

    15 8

    14 6

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    13 5

    12 4

    11 3

    10 2

    9 1

    8 0

    Combat Stats For details on how combat works, see Combat Rules.

    Although Armor Class, Physical Defense, and Mental Defense are based on a single ability

    score, the score each defense uses depends on the character. In each case, you look at three

    ability modifiers and use the middle value (not the highest or the lowest). If two or more

    modifiers are tied, you use one of those tied scores as the middle score.

    1st level Hit Points 1. Find the base value for your class (6, 7, or 8) in the Starting Stats for 1st Level

    Characters chart.

    2. Add your Con modifier to get your hit point value.

    3. Multiply your hit point value by 3 to get your total hit points at 1st level.

    Armor Class 1. Find the base AC value for your class (10 to 16) in the Starting Stats for 1st Level

    Characters chart.

    2. Find the middle value among your Con modifier, Dex modifier, and Wis modifier. That

    value is your AC modifier.

    3. Add the AC modifier to your base AC value.

    4. Add +1 at 1st level (and increase by +1 at each additional class level).

    Physical Defense 1. Find the base PD for your class (10 to 12) in the Starting Stats for 1st Level Characters

    chart.

    2. Find the middle value among your Str modifier, Con modifier, and Dex modifier. That

    value is your PD modifier.

    3. Add the PD modifier to your base PD.

    4. Add +1 at 1st level (and increase by +1 at each additional class level).

    Mental Defense

    1. Find the base MD for your class (10 to 12) in the Starting Stats for 1st Level Characters

    chart.

    2. Find the middle value among your Int modifier, Wis modifier, and Cha modifier. That

    value is your MD modifier.

    3. Add the MD modifier to your base MD.

    4. Add +1 at 1st level (and increase by +1 for each class level).

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    Initiative Your Initiative bonus is a d20 check, not a static value.

    1. Start with your Dexterity modifier.

    2. Add +1 at 1st level (and increase by +1 at each additional class level).

    Recoveries & Recovery Dice

    Most characters start the game with 8 recoveries. (See Recoveries.) Some classes and talent

    choices may give you more recoveries.

    Each class also has a different recovery die, usually a d6, d8, or d10, as specified in the class

    write-up. When you roll a recovery, youll roll a number of recovery dice equal to your level

    and add your Constitution modifier.

    Attacks and Powers You calculate attack and damage rolls based on the ability scores favored by your class or by

    the specific powers you choose within your class. Most classes use one specific ability score

    for most of their attacks. See Classes for more information.

    One Unique Thing Your characters One Unique Thing (their unique) is a special feature invented by you, the

    player, which sets your character apart from every other hero. It is a unique and special trait

    to your player, and markedly unusual. The intent is that it provides a special flavor to the

    campaign and can assist the GM in determining how your character can interact with

    characters and story in the campaign.

    Your characters unique should not provide general practical value in combat. That is not the

    intent. The intent is to open up story arcs and fun roleplaying opportunities.

    Icon Relationships Your characters relationship with icons is an important way to draw him or her into your

    game world. An icon may have its own champions and heroes (including you) to advance its

    cause in the game world.

    Relationship Points At 1st level, each character gets 3 relationship points. Each point represents one d6 to be used

    when trying to leverage your connection to the icon. (See Using Icon Relationships.)

    The number of points you invest in a relationship with an icon doesnt necessarily correlate

    with the closeness of the connection or the strength of the relationship. It does correlate with

    the utility of the relationship. Its not necessarily about how well the icon knows you or how

    strong the icon feels about you. Instead, the points reflect the chance that your relationship

    will be helpful to you.

    The Icons Relationships Master Chart summarizes the likely roleplaying and story-oriented

    consequences of positive, conflicted, and negative relationships with heroic, ambiguous, and

    villainous icons.

    Icon Relationships Master Chart Icon Positive Relationship Conflicted Relationship Negative Relationship

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    Heroic

    Icon

    Spend 1, 2, or 3 points.

    As far as this icon is concerned,

    youre one of the good guys, a

    white-hat hero. Authorities often

    help you, and civilians often trust

    you. On the down side, you may be

    called on to serve representatives

    of the icon even when you have

    other plans. You might also be a

    target of villainous icons or this

    heroic icons rivals.

    Spend 1, 2, or 3 points.

    You're probably one of the

    good guys, but for some reason

    you're suspect to the icon.

    Maybe you're a convict who has

    served his time, or an imperial

    soldier who was too good and

    got drummed out of his legion.

    You have insider knowledge

    and allies who are in good with

    the icon, but you also have

    enemies associated with the

    icon.

    Spend 1 point.

    In the icons eyes, you're

    a dissident, opponent,

    rival, or foe. You may

    have contacts or inside

    knowledge that you can

    use to your advantage,

    but some form of trouble

    waits for you wherever

    this heroic icon has

    influence.

    Ambiguous

    Icon

    Spend 1, 2, or 3 points.

    Thanks to your relationship with the

    icon, you are a hero to some, a

    villain to others, and possibly even

    a monster to a few. The enemies of

    your friends may turn out to be

    your friends, and vice versa.

    Advantages and complications will

    come from all sides.

    Spend 1, 2, or 3 points.

    Your relationship with the icon

    is complex, an uneven

    relationship with an icon who's

    a hero to some and a villain to

    others. One way or another,

    you can find help or hostility

    anywhere. You dont just live

    in interesting timesyou

    create them.

    Spend 1 or 2 points.

    Your enmity with this icon

    makes you some enemies,

    but it also makes you

    some useful friends. You

    may be a dissenter,

    unwanted family

    member, or even a traitor

    in some way.

    Villainous

    Icon

    Spend 1 point.

    You are able to gain secrets or

    secretive allies, but your

    connection to this icon brings

    trouble from people associated with

    the heroic icons who oppose the

    villain. Be prepared to justify why

    you're not imprisoned,

    interrogated, or otherwise harassed

    by the heroic icons and their

    representatives whenever they

    encounter you. Or for that matter,

    by the other PCs.

    Spend 1 or 2 points.

    You mostly work against the

    icon, but you're also connected

    to the icon in a way you can't

    deny. Your connection

    sometimes gives you special

    knowledge or contacts, but it

    also makes you suspect in the

    eyes of many right-minded

    would-be heroes.

    Spend 1 or 2 points.

    You mostly work against

    the icon, but you're also

    connected to the icon in a

    way you can't deny. Your

    connection sometimes

    gives you special

    knowledge or contacts,

    but it also makes you

    suspect in the eyes of

    many right-minded

    would-be heroes.

    This chart assumes that youre playing a heroic character. A villainous character will need to

    swap the maximums between heroic and villainous icons.

    Rolling Icon Relationship Dice

    To check your icon relationship (your relationship with a particular icon), roll a d6 for each

    point you have in the relationship. This means that you will usually roll 1, 2, or 3 dice. (At

    epic level, it may be 4.)

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    If any die is a 6, you get some meaningful advantage from the relationship without having

    complications. If two or three dice come up 6, thats even better.

    If any die is a 5, your connection to the icon is going to work out as well as a 6 would, but

    with some unexpected complication. If its a good icon, you might be drawn into some

    obligation. If its a villainous icon, you might attract unwanted attention.

    Rolling 5s when you also rolled 6s should make life both interesting and advantageous!

    Icons Organizations Icons are usually not directly part of the campaign. They rarely make an appearance

    personally, except perhaps at epic level. Most of the time, interacting with an icon means

    that youre actually interacting with his or her lower-level functionaries, acolytes, disciples,

    bureaucrats, lieutenants, barons, priests, etc. In fact, any level of relationship with an icon

    can be enough to get you noticed by other people who are connected to that icon.

    Using Icon Relationships

    The most straightforward way to use your relationship points is on positive or conflicted

    connections that generally provide you with outright assistance and useful information.

    Negative relationships usually provide inside knowledge, special skills, opportunistic allies,

    and possibly some sort of supernatural advantage against a villain.

    Often you might find that enemies of your rival see you as an opportunity to strike against

    that mutual enemy. You might get help, wealth and resources, and even magic items from

    quite unexpected sources, some of which may not be entirely to your liking.

    In addition to aid from others, icon relationships provide characters with special knowledge.

    A negative relationship with a thoroughly villainous icon is more in keeping with the heroic

    lifestyle, but you should expect that the assistance you get from a negative relationship may

    end up being more directly confrontational than more conventional conflicted and positive

    relationships.

    Changing Relationships

    When your character achieves champion level (5th), you gain an extra relationship point. Use

    it to increase an existing relationship by one die or gain a 1-point relationship with a new icon

    to match your characters story thus far. You can save the extra relationship die and decide

    to apply it later.

    At 5th level, or any time thereafter, you can switch an existing relationship point from one

    icon to another, including to a new icon. You owe the GM and other players an entertaining

    explanation of what this big change represents for your character personally, of course.

    When you reach epic level (8th), you gain another relationship point, which you can use to

    increase an existing icon relationship by one die, including up to 1 point over maximum. As at

    5th level, if switching a relationship point from one icon to another makes sense for your 8th

    level character, go for it.

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    Backgrounds & Skill Checks Backgrounds represent pieces of your characters history that contributes to your characters

    history as well as their ability to succeed with non-combat skills.

    Each character has a number of points to allocate to a set of backgrounds. These are broad

    categories of experience (cat burglar, for example) rather than specific implementations of

    that experience (climbing and hiding).

    Backgrounds dont sync to a specific ability score, though some backgrounds obviously may

    get used more often with certain ability scores than others.

    Assigning Background Points Each character gets 8 background points, plus any extra that your classs talents award.

    Assign your background points to as many backgrounds as you want, up to your total points.

    You can assign a maximum of 5 points to a single background (and minimum of 1).

    Making Skill Checks

    When you roll a skill check to find out if you succeed at a task or trick, the GM tells you which

    ability score is being tested. Then you choose the background you think is relevant to gain the

    points you have in that background as a bonus to the skill check.

    Most skill checks require you to equal or beat a Difficulty Class (DC), set by the environment

    you are operating in, to succeed.

    To make a skill check, use this formula:

    D20 + relevant ability modifier + level + relevant background points

    Vs.

    DC set by the environment

    You cant apply multiple backgrounds to the same check; the background with the highest (or

    tied for highest) bonus applies.

    Choosing Your Backgrounds Choose backgrounds that help you make sense of your characters past, jobs, and settings.

    Background and skill use is meant to be about fun in-character methods of attempting to

    advance the plot.

    A few possible backgrounds include: acrobat, alchemist, animal trainer, architect,

    aristocratic noble, assassin, chef, con-woman, goblin exterminator, hunted outlaw, knight

    errant, magecraft, priest, refugee, scout, shepherd, soldier, spy, temple acolyte, thief,

    torturer, transformed animal, traveling martial arts pupil, tribal healer, tunnel scout,

    wandering minstrel, warrior poet, and so on.

    Choose the Relevant Ability Score

    For players, the point of this background/skill system is to encourage roleplaying and creative

    solutions to problems. Not every problem can be solved by your dominant abilities. For the

    GM, its the chance to make all of the ability scores matter at one time or another.

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    Natural 20s and Fumbles with Skill Checks When a PC rolls a natural 20 with a skill check, the GM should feel free to give that character

    much more success than the player expected.

    When a PC rolls a 1 with a skill check, the skill check fumbles and fails, perhaps in a

    particularly bad way. But a failure isnt always entirely terrible.

    Fail Forward!

    Outside of battle, when failure would tend to slow action down rather than move the action

    along, instead interpret it as a near-success or event that happens to carry unwanted

    consequences or side effects. The character probably still fails to achieve the desired goal,

    but thats because something happens on the way to the goal rather than because nothing

    happens. In any case, the story and action still keep moving.

    Background/Skill Advancement All your skill checks increase by 1 when you level up. If you want even better skill checks,

    take the Further Backgrounding feat.

    If you just want to move around the bonuses you already have to show how your character is

    changing, you can move one background point around among your current backgrounds each

    time you gain a level, or swap the point into an entirely new background, with the GMs

    permission.

    Feats Characters choose a feat at 1st level, and at every subsequent level.

    Feats appear in three tiers: adventurer feats, champion feats, and epic feats. Adventurer

    feats are available to any character between level 1 and level 10. Champion feats are

    available starting at level 5. Epic feats are available starting at level 8.

    Feats per Level

    Level Player Character

    1 1 adventurer

    2 2 adventurer

    3 3 adventurer

    4 4 adventurer

    5 4 adventurer

    1 champion

    6 4 adventurer

    2 champion

    7 4 adventurer

    3 champion

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    8

    4 adventurer

    3 champion

    1 epic

    9

    4 adventurer

    3 champion

    2 epic

    10

    4 adventurer

    3 champion

    3 epic

    Since humans start with an additional feat at 1st level, add one to the number of adventurer

    feats humans possess all the way up the chart.

    Most of the feats in the game are attached to specific class talents, attacks, and spells. If a

    feat is attached to a talent, power, or spell, you must have the talent, power, or spell in

    order to choose the feat. When there is more than one feat attached to a specific talent or

    power, you have to choose the lower tier feats before you pick up the higher tier feats.

    General Feats

    These are general feats available to any character. A character cant take a specific feat

    more than once. A few general feats only have adventurer-tier versions; others also have

    champion- and epic-tier versions that can be added later in your career.

    Further Backgrounding

    Adventurer Tier

    Add a total of 2 points to backgrounds you already have, or choose 2 points of new

    backgrounds that make sense for your character. You still cant go over the 5-point-per-

    background maximum.

    Champion Tier

    Add a total of 3 points to backgrounds you already have, or choose 3 points of new

    backgrounds that make sense for your character. You still cant go over the 5-point-per-

    background maximum.

    Epic Tier

    Add a total of 2 points to backgrounds you already have, or choose 2 points of new

    backgrounds that make sense for your character. These points can take one of your

    backgrounds over 5, to a maximum of 7.

    Improved Initiative

    Adventurer Tier: Gain a +4 bonus to Initiative checks.

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    Linguist

    Adventurer Tier: This feat allows you to speak enough arcana, dwarven, elven, gnomish,

    gnoll, goblin, orcish, and other standard humanoid languages to comprehend enough of what

    most other humanoids are saying or screaming during battle. You are not fluent in all these

    languages, no one will mistake you for a native speaker, and your vocabulary is adventurer-

    centric (heavy on words connected to danger rather than philosophy or emotions).

    You can also read enough to get by in all these languages.

    Champion Tier

    You can speak, read, and write all the humanoid languages fluently. Stranger languages are

    no problem for you either. If someone is speaking it, you can figure it out.

    Precise Shot

    Adventurer Tier: When your ranged attack targets an enemy who is engaged with an ally, you

    have no chance of hitting that ally.

    Rapid Reload

    Adventurer Tier: Reloading a heavy crossbow now takes only a quick action. Reloading a hand

    or light crossbow is a free action.

    Reach Tricks

    Once per battle, tell the GM how you are using your weapons reach to perform an

    unexpected stunt with a reach weapon such as a longspear or halberd. To use the stunt, you

    must roll a 6+ on a d20.

    Ritual Casting

    Adventurer Tier: You can cast any spells you know as rituals. Classes that are already ritual

    casters (cleric, wizard) dont need this feat. (See Rituals for ritual casting rules.)

    Skill Escalation

    Adventurer Tier: Twice per day, you can add the escalation die to one of your skill checks.

    Choose after you roll the check.

    Strong Recovery

    Adventurer Tier: When you roll recovery dice, reroll one of the dice and use the higher result.

    At 5th level, reroll two of the dice. At 8th level, reroll three.

    Toughness

    Adventurer Tier: You get additional hit points equal to half your baseline class hit points

    (rounded down). At 5th level, the total hp bonus increases to your baseline hp value. At 8th

    level, the total hp bonus increases to double your baseline hp value.

    Gear Every character has a set of gear. Each class lists the type of gear a member of that class

    normally uses. You can equip non-magical gear as your backgrounds and character history

    suggest.

    As a guide to what costs what, use the Equipment Price Guide.

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    Armor Categories Armor is classified as either light or heavy.

    Light armor includes: Heavily padded vest, leather armor, studded leather, cured hide.

    Heavy armor includes: Heavy chainmail, ring armor, scale mail, half-plate, plate armor, most

    dragonscale armor.

    Melee Weapon Categories These are the categories of melee weapons:

    Small, one-handed: club, dagger, knife

    Small, two-handed: big club, scythe

    Light/simple, one-handed: hand axe, javelin, mace, shortsword, big knife

    Light/simple, two-handed: spear

    Heavy/martial, one-handed: bastard sword, battleaxe, flail, hammer, longsword,

    morningstar, scimitar

    Heavy/martial, two-handed: dire flail, greataxe, greatsword, halberd, polearms,

    heavy warhammer

    Ranged Weapon Categories Ranged weapons can be reloaded as part of the standard action in which they are used in an

    attack. Hand and light crossbows require a quick action to reload. Heavy crossbows require a

    move action to reload.

    Nearby Targets Only

    Small, thrown: club, dagger, knife

    Small, crossbow: hand crossbow

    Nearby Targets Okay; Far Away Targets 2 Atk

    Light/simple, thrown: axe, javelin, spear

    Nearby and Far Away Targets Okay

    Light/simple, crossbow: light crossbow

    Light/simple, bow: shortbow, sling

    Heavy/martial, crossbow: heavy crossbow

    Heavy/martial, bow: longbow

    Economy One platinum piece (pp) equals 10 gold pieces. One gold piece (gp) equals 10 silver pieces.

    One silver piece (sp) equals 10 copper pieces (cp).

    Equipment Price Guide

    Characters start with armor, weapons, and standard traveling gear; prices are included for

    reference.

    Standard Traveling Gear

    Item Price

    Flint and tinder box 1 sp

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    Money pouch (small) 3 sp

    Pack/traveling satchel 1 gp

    Rain cloak 3 sp

    Road rations (5 days) 25 sp

    Sleeping roll 1 sp

    Water/wine skin or flask 7 sp

    General Goods

    Item Price

    Arrows/bolts/sling bullet 1 sp/each

    Blanket (wool) 5 sp

    Candle 1 cp

    Chain, dwarven forged (10 ft) 10 gp

    Chain, iron (10 ft) 5 gp

    Clothing, simple 2 sp

    Clothing, good 1 gp

    Clothing, expensive 10100gp

    Clothing, rain cloak (elven) 5 gp

    Crowbar (iron) 3 gp

    Flask (crystal) 5 gp

    Flask (glass) 5 sp

    Flask (pottery) 5 cp

    Grappling hook (iron) 1 gp

    Hammer, small 3 sp

    Holy symbol/implement (adv) 10 gp

    Holy symbol/implement (chp) 100 gp

    Holy symbol/implement (epic) 1000gp

    Iron spike 1 sp

    Lantern (common) 8 sp

    Lantern (hooded) 5 gp

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    Lantern oil (4 hrs) 1 sp

    Magnifying glass 25 gp

    Mirror, large 5 gp

    Mirror, small 2 gp

    Musical instrument (intricate) 525 gp

    Musical instrument (simple) 15 gp

    Pipeweed (1 use) 2 cp

    Prayer book 2 gp

    Rope, 50 ft elven 3 gp

    Rope, 50 ft good 6 sp

    Rope, 50 ft poor 2 sp

    Spellbook (adventurer) 10 gp

    Spellbook (champion) 100 gp

    Spellbook (epic) 1,000 gp

    Tent, large 5 gp

    Tent, small 2 gp

    Tent, wood elven 10 gp

    Thieves tools (adventurer) 2 gp

    Thieves tools (champion) 20 gp

    Thieves tools (epic) 200 gp

    Torch (1 hr.) 1 gp

    Torch (6 min) 1 sp

    Food/Lodging

    Item Price

    Road rations (1 day) 5 sp

    Meal, common 1 sp

    Meal, good 3 sp

    Meal, excellent 8 sp

    Meal, feast (for 5) 8 gp

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    Ale/beer, poor (pitcher) 2 cp

    Ale/beer, good (pitcher) 6 cp

    Ale/beer, dwarven (pitcher) 13 gp

    Wine, poor (bottle) 4 cp

    Wine, good (bottle) 1 sp

    Wine, elven (bottle) 15 gp

    Inn (per person per day)

    Poor, common room 13 sp

    Good, shared room 814 sp

    Excellent, private room 25 gp

    Suite (sleeps 4 to 8) 520 gp

    Mounts (including gear)

    Item Price

    Dog, guard 10 gp

    Dog, riding 15 gp

    Donkey/pack mule 10 gp

    Horse, riding 20 gp

    Horse, battle trained 80 gp

    Feed for mount (per day) 24 cp

    Weapons, Melee (average quality)

    Item Price

    Battle gauntlets 4 gp

    Battleaxe 6 gp

    Club 5 sp

    Dagger/knife 1 gp

    Double axe 12 gp

    Flail 6 gp

    Greataxe 10 gp

    Greatsword 10 gp

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    Handaxe 3 gp

    Longsword 7 gp

    Mace 5 gp

    Maul 10 gp

    Morningstar 4 gp

    Pick 4 gp

    Polearm 8 gp

    Rapier 10 gp

    Sap 5 sp

    Scimitar 5 gp

    Shortsword 4 gp

    Spear 2 gp

    Staff 1 gp

    Trident 4 gp

    Two-bladed sword 15 gp

    Warhammer 7 gp

    Weapons, Ranged (average quality)

    Item Price

    Bow: Longbow 14 gp

    Bow: Shortbow 9 gp

    Crossbow: Hand crossbow 8 gp

    Crossbow: Light crossbow 10 gp

    Crossbow: Heavy crossbow 15 gp

    Javelin 2 gp

    Net, weighted 3 gp

    Sling 2 sp

    Shuriken 7 sp

    Throwing axe 3 gp

    Throwing hammer 3 gp

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    Armor (average quality)

    Item Price

    Cloth/padded 1 gp

    Leather 10 gp

    Studded leather 15 gp

    Hide 10 gp

    Light chain 20 gp

    Heavy chain/ring 30 gp

    Scale 40 gp

    Half-plate 45 gp

    Plate 50 gp

    Shield 5 gp

    Services

    Item Price

    Bath, with servants 1 gp

    Bodyguard (d) 2 gp

    Carriage/coach, one ride 2 sp

    Carriage/coach 2 gp

    Courier (intercity) 5 sp

    Courier (long distance) 5 gp

    Courier (urchin) 5 cp

    Courtesan 1100 gp

    Guide, urban (d) 1 gp

    Guide, wilderness (d) 5 gp

    Herald (in city only) 1 gp

    Lantern bearer (in city) (d) 5 sp

    Mercenary, soldier (d) 5 gp

    Mercenary, thug (d) 1 gp

    Moneylender (cost per 100gp) 5 gp

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    Oracle/seer/fortune teller 5 cp to 100 gp

    Personal chef (d) 1 gp

    Sage 550 gp

    Valet/manual laborer 5 cp to 5 gp

    Cleric (divine spells/rituals) Varies

    Wizard (arcane spells/rituals) Varies

    Races The major races included in the 13th Age Archmage Engine include humans, dwarves, elves,

    gnomes, half-elves, half-orcs, and halflings. Your character need not be limited to these

    races, however. Minor races, including Dragonic/Dragonspawn, Holy One/Aasimar,

    Forgeborn/Dwarf-forged, and Tiefling/Demontouched, are also referenced below.

    Each race is associated with two ability scores, one of which can be chosen for your

    characters racial bonus.

    Race Str Con Dex Int Wis Cha Any

    Human +2

    Dwarf +2 +2

    Dark elf +2 +2

    High elf +2 +2

    Wood elf +2 +2

    Gnome +2 +2

    Half-elf +2 +2

    Half-orc +2 +2

    Halfling +2 +2

    Dragonic/Dragonspawn +2 +2

    Holy One/Aasimar +2 +2

    Forgeborn/Dwarf-forged +2 +2

    Tiefling/Demontouched +2 +2

    The character also receives a separate class bonus. These two bonuses must apply to different

    ability scores.

    Each race also provides the character a special power that can be used once per battle. (It is

    regained after a quick rest.) This is called the racial power.

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    Human

    Racial Bonus

    +2 to any ability score.

    Bonus Feat

    At 1st level, human PCs start with two feats instead of one.

    Racial Power

    Quick to Fight

    At the start of each battle, roll initiative twice and choose the result you want.

    Champion Feat

    If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to

    1 since its the start of the battle).

    Dwarf

    Racial Bonus

    +2 Con or +2 Wis

    Racial Power

    Thats Your Best Shot?

    Once per battle as a free action after you have been hit by an enemy attack, you can heal

    using a recovery. If the escalation die is less than 2, you only get half the usual healing from

    the recovery. Unlike other recoveries that might allow you to take an average result, you

    have to roll this one!

    Note that you cant use this ability if the attack drops you to 0 hp or below. Youve got to be

    on your feet to sneer at their attack and recover.

    Champion Feat

    If the escalation die is 2+ when you use thats your best shot, the recovery is free.

    Dark Elf

    Racial Bonus

    +2 Dex or +2 Cha

    Adventurer Feat (Elf)

    Heritage of the Sword

    If you can already use swords that deal d6 and d8 damage without attack penalties, you gain

    a +2 damage bonus with them. (This bonus doesnt increase miss damage.)

    Otherwise, if your class would ordinarily have an attack penalty with such swords, you can

    now use them without penalties.

    Racial Power

    Cruel

    Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a

    free action. The ongoing damage equals 5 times your level. (For example, at 3rd level you

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    would deal 15 ongoing damage against a single target.) As usual, a normal save (11+) ends the

    damage. A critical hit doesnt double this ongoing damage.

    Champion Feat

    Once per day, you can instead use cruel to deal 5 ongoing damage per level against an enemy

    you miss or that you roll a natural odd attack against.

    High Elf

    Racial Bonus

    +2 Int or +2 Cha

    Racial Power

    Highblood Teleport

    Once per battle as a move action, place yourself in a nearby location you can see.

    Champion Feat

    Deal damage equal to twice your level to one enemy engaged with you before or after you

    teleport.

    Wood Elf

    Racial Bonus

    +2 Dex or +2 Wis

    Racial Power

    Elven Grace

    At the start of each of your turns, roll a die to see if you get an extra standard action. If your

    roll is equal to or lower than the escalation die, you get an extra standard action that turn.

    At the start of battle, you roll a d6. Each time you successfully gain an extra action, the size

    of the die you roll increases by one step on the following progression: (d4), d6, d8, d10, d12,

    d20. If you get an extra action after rolling a d20, you cant get any more extra actions that

    battle.

    Champion Feat

    Once per day, start a battle rolling a d4 for elven grace instead of a d6.

    Gnome

    Racial Bonus

    +2 Dex or +2 Int

    Small

    Gnomes have a +2 AC bonus against opportunity attacks.

    Racial Power

    Confounding (Racial Power)

    Once per battle, when you roll a natural 16+ with an attack, you can also daze the target

    until the end of your next turn.

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    Champion Feat

    Instead of being dazed, the target of your confounding ability is weakened until the end of

    your next turn.

    Minor Illusions

    As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby

    creatures that fail a normal save notice the smell or sound. Creatures that make the save may

    notice it but recognize it as not exactly real.

    Half-elf

    Racial Bonus

    +2 Con or +2 Cha

    Racial Power

    Surprising

    Once per battle, subtract one from the natural result of one of your own d20 rolls.

    Champion Feat

    You gain an additional use of surprising each battle, but you can only use it to affect a nearby

    allys d20 roll.

    Halfling

    Racial Bonus

    +2 Con or +2 Dex

    Small

    Gnomes have a +2 AC bonus against opportunity attacks.

    Racial Power

    Evasive

    Once per battle, force an enemy that hits you with an attack to reroll the attack with a 2

    penalty.

    Champion Feat

    The enemys reroll takes a 5 penalty instead.

    Half-orc

    Racial Bonus

    +2 Str or +2 Dex

    Racial Power

    Lethal

    Once per battle, reroll a melee attack and use the roll you prefer as the result.

    Champion Feat

    If the lethal attack reroll is a natural 16+, you can use lethal again later this battle.

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    Dragonic/Dragonspawn

    Racial Bonus

    +2 Str or +2 Cha

    Racial Power

    Breath Weapon

    Once per battle, make a close-quarters breath weapon attack as a quick action using your

    highest ability score against one nearby enemys Physical Defense. On a hit, the attack deals

    1d6 damage per your level of an energy type that makes sense for your character.

    Champion Feat

    Your breath weapon attack targets 1d3 nearby enemies in a group instead.

    Holy One/Aasimar

    Racial Bonus

    +2 Wis or +2 Cha

    Racial Power

    Halo

    Once per battle as a free action during your turn, gain a +2 bonus to all defenses until you are

    hit by an attack (or until the battle ends).

    Champion Feat

    Halo also activates automatically any time you heal using a recovery.

    Forgeborn/Dwarf-forged

    Racial Bonus

    +2 Str or +2 Con

    Racial Power

    Never Say Die

    Whenever you drop to 0 hp or below, roll a normal save if you have a recovery available. On

    an 11+, instead of falling unconscious, you stay on your feet and can heal using a recovery.

    Add the recovery hit points to 0 hp to determine your hp total.

    Champion Feat

    If you roll a 16+ on your never-say-die save, you gain an additional standard action during

    your next turn.

    Tiefling/Demontouched

    Racial Bonus

    +2 Str or +2 Int

    Racial Power

    Curse of Chaos

    Once per battle as a free action when a nearby enemy rolls a natural 15 on an attack or a

    save, turn their roll into a natural 1 and improvise a further curse that shows how their

    attempt backfires horribly.

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    A curse should have about the same impact as a typical once-per-battle ability. For example,

    a typical curse might lead to the cursed attacker dealing half damage to themself with their

    fumbled attack and being dazed until the end of their next turn. The GM may reward

    storytelling flair and/or limit the suggested effects of the curse.

    Champion Feat

    Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use curse of

    chaos against them without expending it.

    Classes

    Class Basics

    Weapon Damage Progression

    The basic rule for PC weapon damage is that a character deals 1 die of weapon damage per

    class level, plus their ability modifier (or double the modifier at 5th level, and triple it at 8th

    level). See Weapons for more on weapon damage rules.

    Spell Progression

    Most of the spells used by characters have higher-level versions. Those versions allow you to

    choose the spell as a higher-level option if you like, rather than choosing an all-new spell. You

    do not automatically gain access to the higher-level effects of a spell when you level up just

    because you have a lower-level version of it.

    Higher-level spells have higher damage amounts than their lower-level counterparts, but

    these amounts and effects are not cumulative. Amounts from the highest level spell you have

    are used. New effects from higher level spells are added to the spells original effects.

    Shifting Choices during an Adventure These are guidelines for allowing PCs to change their chosen spells, powers, talents, and feats

    during gameplay, subject to how forgiving you and your fellow players are.

    Talents

    Talents are a core element of your character. If youre going to rearrange your talents,

    something extremely significant needs to have happened in your characters story, some

    personal transformation or revelation. It is a sign of character transformation, usually

    coinciding with shifts in icon relationships.

    Spells

    You can change the spells you can cast after each full heal-up.

    Powers

    You can reselect your power choices when you gain a level.

    Feats

    If youve made changes to spells and powers, revise your feats appropriately. If the changes

    make sense for the characters story and the GM agrees, play them.

    Incremental Advances

    You can gain a higher-level power or spell from an incremental advance. If you opt to raise an

    existing spell to a higher level, you can replace its lower-level spot with a new lower-level

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    spell. If you swap out lower-level spell for a higher-level spell, you cant replace a spell or

    power you have already expended.

    Starting Stats for 1st Level Characters

    Base

    HP

    Usual

    Base AC*

    Base Physical

    Defense

    Base Mental

    Defense

    Background

    Points

    Recovery

    Dice

    Barbarian 7 12 11 10 8 d10/lvl

    Bard 7 12 10 11 8 d8/lvl

    Chaos Mage 6 10 10 11 8 d6/lvl

    Cleric 7 14 11 11 8 d8/lvl

    Commander 7 12 10 12 8 d8/lvl

    Druid** 6** 10** 11 11 8 d6/lvl**

    Fighter 8 15 10 10 8 d10/lvl

    Monk 7 10 11 11 8 d8/lvl

    Necromancer 6 10 10 11 8 d6/lvl

    Occultist 6 11 10 11 8 d6/lvl

    Paladin 8 16 10 12 8 d10/lvl

    Ranger 7 14 11 10 8 d8/lvl

    Rogue 6 12 12 10 8 d8/lvl

    Sorcerer 6 10 11 10 8 d6/lvl

    Wizard 6 10 10 12 8 d6/lvl

    *The base AC numbers assume that the PC is in the armor that suits them best; see the class

    write-ups for details. PCs who know how to fight using a shield get +1 AC when they have a

    shield in one hand.

    **Various druid talents will change these stats.

    Barbarian

    Ability Scores

    Barbarians gain a +2 class bonus to Strength or Constitution, as long as it isnt the same ability

    you increase with your +2 racial bonus.

    Backgrounds Possible backgrounds include: clan champion, caravan outrider, fur trapper, mountain

    tribeswoman, wasteland survivalist, and gladiator.

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    Gear

    Gold Pieces

    Barbarians may start with either 25 gp or 1d6 x 10 gp.

    Armor

    Armor Type Base AC Atk Penalty

    None 10

    Light 12

    Heavy 13 2

    Shield +1

    Melee Weapons

    One-Handed Two-Handed

    Small 1d4 dagger 1d6 club

    Light or Simple 1d6 hand-axe, warclub 1d8 spear

    Heavy or Martial 1d8 longsword, battleaxe 1d10 greatsword, greataxe

    Ranged Weapons

    Thrown Crossbow Bow

    Small 1d4 dagger 1d4 (5 atk) hand crossbow

    Light or Simple 1d6 javelin, axe, spear 1d6 (5 atk) light crossbow 1d6 shortbow

    Heavy or Martial 1d8 (5 atk) heavy crossbow 1d8 longbow

    Level Progression Barbarian Level Total Hit Points Total Feats Class Talents

    (M)

    Level-up Ability

    Bonuses

    Damage Bonus from Ability

    Score

    Level 1

    Multiclass

    (Avg. of both

    classes) x 3

    As 1st level

    PC

    3 adventurer Not affected Ability modifier

    Level 1 (7 + CON mod) x 3 1 adventurer 3 adventurer ability modifier

    Level 2 (7 + CON mod) x 4 2 adventurer 3 adventurer ability modifier

    Level 3 (7 + CON mod) x 5 3 adventurer 3 adventurer ability modifier

    Level 4 (7 + CON mod) x 6 4 adventurer 3 adventurer +1 to 3 abilities ability modifier

    Level 5 (7 + CON mod) x 8 4 adventurer

    1 champion

    3 adventurer

    1 champion

    2 x ability modifier

    Level 6 (7 + CON mod) x 10 4 adventurer

    2 champion

    3 adventurer

    1 champion

    2 x ability modifier

    Level 7 (7 + CON mod) x 12 4 adventurer 3 adventurer +1 to 3 abilities 2 x ability modifier

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    3 champion 1 champion

    Level 8 (7 + CON mod) x 16 4 adventurer

    3 champion

    1 epic

    3 adventurer

    1 champion

    1 epic

    3 x ability modifier

    Level 9 (7 + CON mod) x 20 4 adventurer

    3 champion

    2 epic

    3 adventurer

    1 champion

    1 epic

    3 x ability modifier

    Level 10 (7 + CON mod) x 24 4 adventurer

    3 champion

    3 epic

    3 adventurer

    1 champion

    1 epic

    +1 to 3 abilities 3 x ability modifier

    (M): Indicates columns in which multiclass characters lag one level behind.

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level

    dependent.

    Ability Bonus +2 Strength or Constitution (different from racial bonus)

    Initiative Dex mod + Level

    Armor Class (light

    armor)

    12 + middle mod of Con/Dex/Wis + Level

    Armor Class (shield and

    light armor)

    13 + middle mod of Con/Dex/Wis + Level

    Physical Defense 11 + middle mod of Str/Con/Dex + Level

    Mental Defense 10 + middle mod of Int/Wis/Cha + Level

    Hit Points (7 + Con mod) x Level modifier (see level progression

    chart)

    Recoveries (probably) 8

    Recovery Dice (1d10 x Level) + Con mod

    Backgrounds 8 points, max 5 in any one background

    Icon Relationships 3 points

    Talents 3 (see level progression chart)

    Feats 1 per Level

    Basic Attacks

    Melee attack

    At-Will

    Target: One enemy

    Attack: Strength + Level vs. AC

    Hit: WEAPON + Strength damage

    Miss: Damage equal to your level

    Ranged attack

    At-Will

    Target: One enemy

    Attack: Dexterity + Level vs. AC

    Hit: WEAPON + Dexterity damage

    Miss:

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    Class Feature All barbarians have the Barbarian Rage class feature.

    Barbarian Rage

    Once per day, use a quick action to start raging. A rage lasts until the end of battle, or about

    5 minutes.

    While raging, you roll 2d20 to hit with your barbarian melee and thrown weapon attacks

    instead of 1d20. Use the higher roll for the attack. If you roll a natural 11+ with both dice and

    your highest attack roll is a hit, the attack is a critical hit!

    Recharge 16+: After a battle in which you rage, roll a d20 and add your Constitution modifier.

    On a 16+, you can use Barbarian Rage again later in the day.

    Adventurer Feat

    Whenever the escalation die is 4+, as a quick action, you can start raging for free. (It doesnt

    count against your normal usage.) This rage lasts until the end of the battle, as normal.

    Champion Feat

    You can now start raging freely when the escalation die is 3+.

    Epic Feat

    You can now start raging freely when the escalation die is 2+.

    Adventurer Talents Choose three of the following adventurer-tier class talents. You also get an additional

    barbarian class talent at 5th level and again at 8th level.

    Barbaric Cleave

    Once per battle, as a free action, you can make a standard melee attack after having dropped

    any enemy to 0 hp with a standard melee attack. Mooks do not count for this, unless the

    mook you dropped was the last of its mook mob.

    Adventurer Feat

    You gain a +2 attack bonus with Barbaric Cleave attacks. If the cleave attack hits, you can

    heal using a recovery.

    Champion Feat

    If there is no foe engaged with you to use your Barbaric Cleave attack against, as a free

    action you can move to a nearby foe before making the attack.

    Epic Feat

    While raging, you can use Barbaric Cleave as many times as you like during a battle, but only

    once per round.

    Building Frenzy

    One battle per day, as a free action after you have missed an attack, gain +1d4 damage to

    each successful melee attack until the end of the battle. For each missed attack following

    this, add another +1d4 damage, up to a maximum of +4d4 damage.

    Adventurer Feat

    Bonus damage dice are now d6s.

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    Champion Feat

    Bonus damage dice are now d10s.

    Epic Feat

    You can use Building Frenzy twice a day.

    Slayer

    During your turn, when you attack a staggered enemy you were not engaged with at the start

    of your turn, deal +1d6 damage per level to that creature if you hit.

    Adventurer Feat

    You gain a +2 bonus to Slayer attacks.

    Champion Feat

    Once per battle, when you miss with a Slayer attack, deal the additional +1d6-per-level

    damage to the target instead of normal miss damage.

    Epic Feat

    Whenever one of your Slayer attacks drops a non-mook enemy to 0 hp, you gain 20 temporary

    hit points.

    Strongheart

    Your recovery dice are d12s instead of d10s.

    Adventurer Feat

    Increase your total number of recoveries by 1.

    Champion Feat

    You gain +1 PD. When you heal using a recovery, you can roll a save against a save ends

    effect.

    Epic Feat

    Increase your total number of recoveries by 1 (making a total of +2 from this talent).

    Unstoppable

    Once per battle, declare youre using Unstoppable before making a barbarian melee attack. If

    your attack hits at least one target, you can heal using a recovery.

    Adventurer Feat

    The Unstoppable recovery is free.

    Champion Feat

    Add double your Constitution modifier to the healing the recovery provides.

    Epic Feat

    You can use Unstoppable twice per battle.

    Whirlwind

    You can make a Whirlwind attack as the first action of your turn when you are engaged by

    two or more enemies.

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    You take a 4 penalty to your AC and PD until the start of your next turn. Then roll a separate

    melee attack against each enemy you are engaged with. You deal no miss damage with these

    attacks.

    Adventurer Feat

    You now deal normal miss damage with missed Whirlwind attacks.

    Champion Feat

    The penalty to your AC and PD is reduced to 2. In addition, disengage checks you make the

    same turn as using Whirlwind automatically succeed.

    Epic Feat

    You can use Whirlwind anytime during your turn, not just as the first action.

    Champion Talents

    At 5th level, you gain an additional barbarian class talent. Choose one of these champion-tier

    talents or take another adventurer-tier talent.

    Natural Will

    One battle per day as a quick action, you gain a +2 bonus to your Mental Defense until the

    end of the battle.

    Adventurer Feat

    You can now use Natural Will in two battles per day.

    Champion Feat

    The bonus increases to +4 Mental Defense.

    Epic Feat

    You can now use Natural Will as a free action when an enemy attacks you.

    Violence

    Once per battle, add a +1d4 bonus to a barbarian melee attack roll after finding out whether

    you hit or missed.

    Champion Feat

    If the attack still misses, deal half damage.

    Epic Feat

    The bonus increases to +1d6.

    Epic Talents

    At 8th level, you gain an additional barbarian class talent. Choose one of these epic-tier

    talents, or take another adventurer-tier or champion-tier talent instead.

    Ancestral Warband

    One battle per day as a quick action, you can call the spirits of your ancestors to fight

    alongside you. Your ancestors cant be hurt or affected by the creatures of this world.

    At the end of each of your turns, if you are conscious, roll a d6. If you roll less than or equal

    to the escalation die, a member of your spirit warband strikes from the spirit realm into the

    world. Make a melee attack against a nearby enemy as if you were making the attack

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    yourself, using any talents, feats, or magic items as you see fit. This attack doesnt take any

    of your actions.

    Epic Feat

    Your Ancestral Warband spirits are always raging, even if you are not, and continue to fight

    for a single round while you are unconscious.

    Relentless

    While raging, you have resist damage 12+ (when an attack targets you, the attacker must roll

    a natural 12 or higher on the attack roll or it only deals half damage).

    Epic Feat

    Even when not raging, whenever you score a critical hit against an enemy, you have resist

    damage 12+ until the start of your next turn.

    Bard

    Ability Scores

    Bards gain a +2 class bonus to Dexterity or Charisma, as long as it isnt the same ability you

    increase with your +2 racial bonus.

    Backgrounds

    Possible backgrounds include: wandering minstrel, cathedral musician, court jester,

    mercenary, tavern owner, failed hedge wizard, diplomat, spy, royal taster, caravan guide,

    smuggler, and battle skald.

    Gear At 1st level, bards start with non-magical musical instruments, a melee and ranged weapon of

    their choice, some form of light armor, and any other minor elements of gear their

    backgrounds suggest.

    Gold Pieces

    Bards may start with either 25 gp or 1d6 x 10 gp.

    Armor

    Armor Type Base AC Atk Penalty

    None 10

    Light 12

    Heavy 13 2

    Shield +1 1

    Melee Weapons

    One-Handed Two-Handed

    Small 1d4 dagger 1d6 club

    Light or Simple 1d6 mace, shortsword 1d8 spear

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    Heavy or Martial 1d8 longsword, scimitar 1d10 (2 atk) greatsword, dire flail

    Ranged Weapons

    Thrown Crossbow Bow

    Small 1d4 dagger 1d4 hand crossbow

    Light or Simple 1d6 javelin, axe 1d6 light crossbow 1d6 shortbow

    Heavy or Martial 1d8 (1 atk) heavy crossbow 1d8 (2 atk) longbow

    Level Progression

    Although not listed on the table, this class gets three talents. It does not gain more at higher

    levels

    Bard

    Level

    Total Hit

    Points Total Feats

    Battle

    Cries

    (M)

    Spells

    &

    Songs,

    1st

    level

    (M)

    Spells

    &

    Songs,

    3rd

    level

    (M)

    Spells

    &

    Songs,

    5th

    level

    (M)

    Spells

    &

    Songs,

    7th

    level

    (M)

    Spells

    &

    Songs,

    9th

    level

    (M)

    Level-up

    Ability

    Bonuses

    Damage

    Bonus

    From

    Ability

    Score

    Level 1

    Multiclass

    (Avg. of

    both

    classes)

    x 3 1 adventurer 2 2

    Not

    affected

    ability

    modifier

    Level 1

    (7 + CON

    mod) x 3 1 adventurer 2 2

    ability

    modifier

    Level 2

    (7 + CON

    mod) x 4 2 adventurer

    2, up

    to 1st

    level 3

    ability

    modifier

    Level 3

    (7 + CON

    mod) x 5 3 adventurer

    3, up

    to 3rd

    level 1 2

    ability

    modifier

    Level 4

    (7 + CON

    mod) x 6 4 adventurer

    3, up

    to 3rd

    level 4

    +1 to 3

    abilities

    ability

    modifier

    Level 5

    (7 + CON

    mod) x 8

    4 adventurer

    1 champion

    3, up

    to 5th

    level 3 2

    2 x ability

    modifier

    Level 6

    (7 + CON

    mod) x

    10

    4 adventurer

    2 champion

    4, up

    to 5th

    level 5

    2 x ability

    modifier

    Level 7

    (7 + CON

    mod) x

    12

    4 adventurer

    3 champion

    4, up

    to 7th

    level 3 3

    +1 to 3

    abilities

    2 x ability

    modifier

    Level 8

    (7 + CON

    mod) x

    16

    4 adventurer

    3 champion

    1 epic

    5, up

    to 7th

    level 6

    3 x ability

    modifier

    Level 9

    (7 + CON

    mod) x

    20

    4 adventurer

    3 champion

    2 epic

    5, up

    to 9th

    level 4 3

    3 x ability

    modifier

    Level 10

    (7 + CON

    mod) x

    24

    4 adventurer

    3 champion

    3 epic

    6, up

    to 9th

    level 7

    +1 to 3

    abilities

    3 x ability

    modifier

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    (M): Indicates columns in which multiclass characters lag one level behind

  • 13th Age Archmage Engine, version 3.0. Copyright 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License.

    Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level

    dependent.

    Ability Bonus +2 Dexterity or Charisma (different from racial bonus)

    Initiative Dex mod + Level

    Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + Level

    Physical Defense 10 + middle mod of Str/Con/Dex + Level

    Mental Defense 11 + middle mod of Int/Wis/Cha + Level

    Hit Points (7 + Con mod) x Level modifier (see level progression chart)

    Recoveries 8

    Recovery Dice (1d8 x Level) + Con mod

    Backgrounds 8 points, max 5 in any one background

    Icon Relationships 3 points

    Talents 3

    Feats 1 per Level

    Basic Attacks

    Melee Attack

    At-Will

    Target: One enemy

    Attack: Strength OR Dexterity + Level vs. AC

    Hit: WEAPON + Strength OR Dexterity damage

    Miss: Damage equal to your level

    Ranged Attack

    At-Will

    Target: One enemy

    Attack: Dexterity + Level vs. AC

    Hit: WEAPON + Dexterity damage

    Miss:

    Class Features As a bard advances in level, they have three different types of powers to choose in combat:

    bardic songs, battle cries, and spells.

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    Bardic Songs

    Bardic songs last for one or more rounds and end with a final verse that carries a big payoff.

    Although magical, bardic songs dont count as spells; they dont force the bard to suffer

    opportunity attacks from engaged enemies, and they cant be canceled by effects that can

    cancel spells. In fact, bards can cast spells while in the middle of singing a bardic song.

    Each song specifies what type of action starts it. To sustain it during the next round, it

    requires an action and a d20 check against its sustain target. If successful, the song can

    continue with its sustained effect for that round. (The next round will require another sustain

    check.) If your attempt to sustain a song fails, the songs final verse effect resolves

    immediately, and then the songs power ends. You can start another song on your next round.

    You dont have to try to sustain the song at the start of your turn. If you choose not to sustain

    a song, its effects end immediately and you choose whether to use the songs final verse

    effect in the current round or to start a new song. You cant do both.

    Some songs have an immediate effect that happens each time you start or sustain the song.

    Others have effects that continue throughout the entire round.

    Most songs stop when a bard is knocked unconscious, silenced, or stunned. Having your song

    stopped this way prevents you from getting the final verse effect.

    You can only sing one bardic song at a time. If you are singing a song (or spend an action to

    try to sustain a song), you cant start another song that round.

    Bardic songs are loud, and cancel any of stealth effects you may have.

    Adventurer Feat

    Your bardic songs dont stop immediately when you are knocked unconscious, stunned, or

    silenced. Instead, they continue for one round, giving you the chance to sustain the song on

    your next turn.

    Battle Cries

    Bards use battle cries to encourage, inspire, warn, and magically aid their allies. Battle cries

    are triggered by flexible melee attacks. The bard make